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TvP Marauder Cheese

Forum Index > StarCraft 2 Strategy
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1 2 3 4 5 13 14 15 Next All
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
April 01 2010 23:41 GMT
#1
Ok, I have no idea if this is well known and widespread already, but since I couldn't find anything on search, here it is:

I got the idea today to play some terran for a change and try the pure Marauder rush.

The idea is to get them as fast as possible and see how tough it is to defend for protoss. People usually do this kind of build to go Reapers.

So I went with it, and this is what I ended up with:

10Barracks
10/11Refinery (not sure exactly but you get the point)
11supply

After Barracks is done, get the tech add-on. With the first 150minerals that don't interfere with Marauder timing, get the Orbital Command.

Keep pumping Marauders, rally them to the enemy base, and add second Barracks when the MULE does its magic.
========================
That's it.
I played 4 TvPs with this, won all 4 and got compliments etc.

The key points are:
- the build cuts SCVs severely to get the Marauders super fast
- Marauders have the missiles that slow the enemy down which means Zealots don't ever get near Marauders
- Stalker, which is the other unit you might encounter, is basically the unit Marauder is meant to counter

Here are the 4 replays I have:
http://www.sendspace.com/file/cgjolx
http://www.sendspace.com/file/6bwhmu
http://www.sendspace.com/file/x2ethe
http://www.sendspace.com/file/2679rz

I'm playing in Silver league because I'm sharing the account, you might wanna try this on higher leagues?
Bibdy
Profile Joined March 2010
United States3481 Posts
April 01 2010 23:46 GMT
#2
Its all the rage in Platinum at the moment. Its hilariously strong considering they're just spamming a single unit. They'll get around to fixing it eventually.

Without a three-way combination of a wall of Zealots to take the hits, Sentries to Force Field and Immortals to gun them down, you're pretty much screwed.
Slick348
Profile Joined April 2010
Canada26 Posts
Last Edited: 2010-04-02 00:02:27
April 01 2010 23:53 GMT
#3
There's honestly no reason for Mauraders to have the ability to slow down enemy units when there
1. Ranged units
2. Powerful units
3. Stimmed units (and can be healed by Medics)
4. Overpowered units

They honestly need to take that ability off, they gave it to them for no reason at all. Roaches atleast have to attack supper close but mauraders destroy roaches since their armored plus they slow down enemy units, it's ridiculous.

Mauraders counter
Zealots(even if they have charge)
Stalkers
Archons
Colossus
Not too sure about Sentries but people always mix up Mauraders with Marines so destroys them either way
HighTemps move slow enough already, one shot from Maurader and their already dead even if you have units to try to back up your high temps. High Temps is practically a waste to build since they're useless with EMP(overpowered cast) hitting them.

Protoss needs something that can do splash damage to take out large armies. All they have is the colossus which can easily be countered because there's so many ways since they can be attacked by air and ground units. Where's the reaver? Archon's splash damage?(which I'd rather have splash damage than a bonus increase). They nerfed Protoss so much it's ridiculous. I want somebody to show me a PVT match where Protoss wins because every time i see a PVT my bets are always on Terran. Remember PROS

P.S. Be free to disagree with me because i have many more things to say about terran being overpowered. And please back your statements up
Hate stupid ppl
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
April 01 2010 23:55 GMT
#4
On April 02 2010 08:46 Bibdy wrote:
Its all the rage in Platinum at the moment. Its hilariously strong considering they're just spamming a single unit. They'll get around to fixing it eventually.

Without a three-way combination of a wall of Zealots to take the hits, Sentries to Force Field and Immortals to gun them down, you're pretty much screwed.

haha yeah, seemed so to me too

That's what you get Blizzard for introducing freak units to the natural habitats, now everything is screwwweeeeeeedd.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 01 2010 23:56 GMT
#5
Marauders don't counter zealots or archons, and definitely don't counter the colossus... It can fight all those units, but it doesn't counter any of them.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Kare
Profile Joined March 2009
Norway786 Posts
Last Edited: 2010-04-01 23:57:02
April 01 2010 23:56 GMT
#6
Marauders need to stay the way they are. If not the zergs could just go mass banelings and just attack move the terran and win. The Marauders need to be strong to shield the marines.
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Cosmic545
Profile Joined April 2010
United States6 Posts
April 01 2010 23:57 GMT
#7
On April 02 2010 08:56 Kare wrote:
Marauders need to stay the way they are. If not the zergs could just go mass banelings and just attack move the terran and win. The Marauders need to be strong to shield the marines.


sure, but they don't need a slowing attack.
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
Last Edited: 2010-04-02 00:00:26
April 01 2010 23:58 GMT
#8
yeah i've run into this in platinum quite a bit, its a bitch to stop, I'm usually just able to stop them as long as i've added gates and continue to pump stalkers early with some sentrys. If/Once they get 2 or 3 marauders and u have nothing left tho its insta gg, probes suck way to much vs 120 hp stalkers, and stalkers spawning 1 at a time have no chance vs three marauders =[
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
lol_WomensRights
Profile Joined March 2010
52 Posts
April 01 2010 23:59 GMT
#9
On April 02 2010 08:57 Cosmic545 wrote:
Show nested quote +
On April 02 2010 08:56 Kare wrote:
Marauders need to stay the way they are. If not the zergs could just go mass banelings and just attack move the terran and win. The Marauders need to be strong to shield the marines.


sure, but they don't need a slowing attack.

sure, give them mines
Kare
Profile Joined March 2009
Norway786 Posts
Last Edited: 2010-04-02 00:00:09
April 02 2010 00:00 GMT
#10
Zealots with charge and colossus would seriously RAPE a marine marauder army if they didnt have concussive blows, the charge would be way to good against it.
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
The6357
Profile Blog Joined August 2005
United States1268 Posts
Last Edited: 2010-04-02 00:01:22
April 02 2010 00:01 GMT
#11
they can at least remove the ability to slow down the enemy...it's pretty hard to counter mass marauder cuz they are pretty good against any ground force...
they're like Dragoons but smarter...
2010 worldcup!! corea fighting!!!
XJungWonx
Profile Joined December 2009
United States72 Posts
April 02 2010 00:01 GMT
#12
only way to be rid of marauders completely is with probes but with losing too much econ and the slowing attack should be gone because once units slow, it is like impossible to dodge HSM XD
Ultralisks + Dark Swarm FTW
Bibdy
Profile Joined March 2010
United States3481 Posts
April 02 2010 00:02 GMT
#13
They just need to do less damage to Light. 6 (+14 vs Armoured), or something.

Make them take longer to kill the Zealots if all they do is MASS Marauders. Then they'll start depending on Marines more and diversify their army a bit. Marauders aren't the ones that are supposed to be killing the Banelings and Zerglings. Just holding them at bay. They don't need to do so much damage to Light units.
nujgnoy
Profile Joined December 2009
United States204 Posts
April 02 2010 00:04 GMT
#14
This isn't strictly a cheese depending on how you approach it. I've seen a version that pro koreans use to open 1 rax maud and transition into FE, going for a macro game.

This counters 1 gate core tech into robo or twilight with few stalker/zealot

This is countered by gate-core that gets early sentries or a gate-core-gate build.

Proper priority is necessary because 1gate core robo can get an immortal out ridiculously fast.

All in all, this is a build that works well against what protosses are doing at the moment, but will be FD status at best once protosses adapt to it with 1gatecore (robo with sentry forcefield or 2gate macro)
Kare
Profile Joined March 2009
Norway786 Posts
April 02 2010 00:04 GMT
#15
I cant belive that people are actually complaining about the marauder when the baneling still excist anyway...
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Cosmic545
Profile Joined April 2010
United States6 Posts
April 02 2010 00:06 GMT
#16
On April 02 2010 09:00 Kare wrote:
Zealots with charge and colossus would seriously RAPE a marine marauder army if they didnt have concussive blows, the charge would be way to good against it.


what? concussive blow doesn't do anything vs collosi, especially if they have upgraded range. Concussive blow loses its purpose as the game transitions into more ranged units for the toss, as seen in the replays it is blatantly imbalanced vs an early game toss.
Slick348
Profile Joined April 2010
Canada26 Posts
April 02 2010 00:09 GMT
#17
On April 02 2010 08:56 FrozenArbiter wrote:
Marauders don't counter zealots or archons, and definitely don't counter the colossus... It can fight all those units, but it doesn't counter any of them.



How do they NOT counter Zealots or Archons??? Zealots and Archons can't even touch them especially if micro'd properly with marines. Especially once they have EMP in there you might as well say GG (didn't say to say GG, said you might as well lol). As well as the tanks long range and splash damage it's real hard for protoss to get close to Terran.
Hate stupid ppl
Kare
Profile Joined March 2009
Norway786 Posts
April 02 2010 00:10 GMT
#18
On April 02 2010 09:06 Cosmic545 wrote:
Show nested quote +
On April 02 2010 09:00 Kare wrote:
Zealots with charge and colossus would seriously RAPE a marine marauder army if they didnt have concussive blows, the charge would be way to good against it.


what? concussive blow doesn't do anything vs collosi, especially if they have upgraded range. Concussive blow loses its purpose as the game transitions into more ranged units for the toss, as seen in the replays it is blatantly imbalanced vs an early game toss.


I know it dosnt effect the collosus, but with the support of zealots with charge and colossus in the background nuking your army, you would get owned if you could not run and hit with slow.
In life you can obtain all sorts of material wealth, but the real treasure is the epic feelings you get while doing something you love.
Slick348
Profile Joined April 2010
Canada26 Posts
April 02 2010 00:13 GMT
#19
On April 02 2010 09:06 Cosmic545 wrote:
Show nested quote +
On April 02 2010 09:00 Kare wrote:
Zealots with charge and colossus would seriously RAPE a marine marauder army if they didnt have concussive blows, the charge would be way to good against it.


what? concussive blow doesn't do anything vs collosi, especially if they have upgraded range. Concussive blow loses its purpose as the game transitions into more ranged units for the toss, as seen in the replays it is blatantly imbalanced vs an early game toss.



I'm kind of confused on what you said but if you're saying protoss is imbalanced than i think you need to show me where Protoss wins in a TVP match between pros
Hate stupid ppl
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
Last Edited: 2010-04-02 00:14:46
April 02 2010 00:14 GMT
#20
On April 02 2010 08:56 FrozenArbiter wrote:
Marauders don't counter zealots or archons, and definitely don't counter the colossus... It can fight all those units, but it doesn't counter any of them.


exactly, and as you may know, mass zealots + sentries are pretty hard to hold off if you're only doing marauders

if protoss is dumb enough to try and mass stalkers vs mass marauders its not really the terran players fault.
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